HolyDarky
HolyDarky
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Troubleshooter is still an amazing chase perk. Having aura read on the killer disables every mindgame on their side and enables many mindgames on your side. This perk also has no cooldown like Quick Gambit so you can drop Pallets after a hit and still see the killer while also knowing where not to run.
This perk does not need any buffs because it is already in a good spot.
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It should be a bug because in the Patch notes, there is no info that it will only work on normal breaking. In addition, the perk also does not show you the aura like before even though there is no mention about it in the patch note. As a result, it must be a bug (which is already reported).
I really hope the developers will fix this asap because in its current state, this perk is rather bad :/
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@AhoyWolf said:
Don't get me wrong, the Perk's design is decent, once you get injured and survive for a certain amount of time or the killer leaves you, you get healed back, which is a really decent effect against most killers!
But it has a few issues which I want to list here, as of right now:
- Without any Rummage Perks or Chest Offerings, the Perk can be activated only once per match for all Survivors.
- If you are half way to activate the Perk and you go down, you lose all progress.
- You're probably not gonna live 60 seconds after getting injured in a chase, meaning the Perk in most matches never activates unless the Killer leaves you.
To go more in detail, the activation condition is really harsh, you don't keep the Perk's effect if you go down, so if you don't manage to outlive the Perk's duration it's a dead perk slot (unless you took Rummage Perks or Chest Offerings, then it can be used a few more times).
If by any chance any other Survivors decides to search chest, they're robbing you from activating the Perk at all.
You also lose the hard earned progress if you're not fully there, so only opening one chest and then going down results in your progress being lost.
What can be done to fix this? I have several ideas which could make this Perk much better, or at least less of a hassle to activate. (each number is a different idea for the Perk, I don't suggest all of them, just a small list of suggesstions that could be each added individually)
- Make the Perk only require one Chest to search or rummage (simple, makes it usable a bit more often, no longer a huge time waster)
- Allow the Perk to also progress from Totem Cleansing and Totem Blessing (now also has way more chances to activate)
- You keep the progress you earned after opening only one chest when you go down (idea #1 could also fix this issue)
- Instead of chests, healing other survivors could progress the Perk instead (would allow the Perk to activate way more times, but would still require some effort, at least in solo)
- Scrap the activation all together, while injured, you're broken, after 90 seconds of being injured you get healed. (this is a bit out there of an idea, a bit No Mither-y if you like, the duration could be higher, it would also activate always when you're injured, so even off hook)
- Make the perk gain progress each time you escape a chase (a condition like this is only in challenges, I think maybe this Perk could have, might be a bit too easy to activate tho, unless you add more conditions like the Killer cannot hold a Survivor or something similar)
Basically to sum up these ideas, chest being an activation condition is not a good idea for an effect that isn't guaranteed to trigger, so a more consistent way of triggering it without making a whole build around it would make it way better, thank you for reading!
Opening/rummage two chests is a fair requierment to get the perk active and makes it more unique and enables more unique builds. It is an investment and it is one of those perk that is good one player but bad when everyone is running it (similar to Inner Healing), which means more unique perks. Being broken is a healthy indicator for the killer to know that the survivor has Moment of Glory. Otherwise, the killer gets confused why the survivor suddenly healed midchase.
The only buff that this perk can get is to reduce the time from 60seconds to 45 seconds. Otherwise, the perk is good and healthy for the game. The biggest issue this perk has is being outclassed by Syringes which don't need a perkslot and are faster.
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@ReverseVelocity said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816535#Comment_3816535
Yeah, I guess. If Premonition had a very short aura reading duration it'd be a stealthier alternative, though.
But then what is the point of Scene Partner? The perk should rather get a rework to do something else useful
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@ReverseVelocity said:
Like, for a single second, maybe. It'd reveal the direction of the killer a lot more precisely but it wouldn't allow you to track where they're going next reliably. I think that'd be a neat change without being too strong.
Scene Partner does this already. Thus you scream when the killer aura gets revealed but that is a fair trade.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816454#Comment_3816454
easier and safer to use against killers with no game sense, thus creating you a comfort zone where you hold yourself back from improving (quite an average Distortion user experience), but when you actually face a killer with game sense, you will find yourself completely handicapped as soon as they find you and eventually give up very fast as the match starts. The most powerful perks in this game are the ones that have skill floor
I guess we talk about different topics
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816424#Comment_3816424
you missed the part where i named those two as just the handful of aura reading aspects OoO is good against. I didn't hear any good argument for Distortion being a good team perk in SWF yet, please give me just one that isn't something OoO is already doing
I've already said that Distortion is easier and safer to use than Object of Obsession and it can't put you in a bad spot. I
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816409#Comment_3816409
Distortion - cancels aura reading and removes scratch marks per token while not doing anything else, doesn't work against perma aura reading (Scratch Mirror Myers, Weave.
Object of Obsession - at base, reads killer's aura for 3s every 30s at the cost of your aura being read for 3s too (also provides action speed boost while your aura is being read)
Also, every time killer reads your aura, their aura is also revealed to you for the same time your aura is revealed to them, meaning this perk gives you insane value against Scratched Mirror Myers, Weave Attunement, while also giving you value against every single kind of aura reading, both perma and periodic ones.
In SWFs, this perk gives huge value even at base level, not to mention other cases where it gives insane value.
Scratch Mirror Myers is not very common. Like how often do you see this build? Weave Attunement is easier to counter in SWF because survivors can call out the exact position of the dropped item and then the other teammates can drop their item in a useless spot for WA. According to nightlightgg, WA is also rather mediocre in terms of pickrate.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816403#Comment_3816403
Object of Obsession is literally the best SWF perk in terms of not only dealing with aura reading on killer, but also having the way to always know where the killer is and to report it to the team, especially if your team knows the clock callouts. Also, when killers read your aura, you will read their aura too for the exact same time as they read yours.
Compared to this, Distortion is like "omg killer has this aura reading perk because my Distortion token got away omg"
Before its nerf, Distortion was an amazing perk (it is still a good one but no longer that insane) because it does the same what Object of Obsession does but in a much better, easier to use, and safer way. The reason why you run this perk in SWF is to call out perks. It doesn't matter how you call the perks out (either by losing a token or by seeing the killer), the important part is that you can call out the perk. Therefore, OoO puts you in the bad spot that your aura gets revealed when it's not good - you can't always play around the reveal time. In SWF, you also don't need to know the exact location of the killer because you have teammates that can also give you the info where the killer is or where the killer goes.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816373#Comment_3816373
ummm...that's Object of Obsession, not Distortion if we talk about SWF value :D
What do you mean?
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3816132#Comment_3816132
After sleeping on it, the more I've thought about it, the more I like the 15s change over 2 starting stacks.
Distortion counters Lethal, and after you get hooked it makes it harder to tunnel without significantly more commitment from the killer, as @Devil_hit11 says…
It also has a similar value for SoloQ as it does SWF, as with SWF you could have one person take old Distortion and call out all the aura perks in play. While that is still true to a degree, the SWF doesn't get all of the aura perk knowledge unless the Distortion player specifically takes chase to get stacks….
Actually I'm very happy where Distortion is now… fair play BHVR…
Year, this is also one point that I dislike about old Distortion: In SoloQ many players used it in a selfish way but in SWF it was one of the best teamperks (similar to old COH → One perk for all four). in my opinion, a perk should either be useful and healthy for SWF and SoloQ or give SoloQ a good QoL change (like new Quick Gambit, Bound, Kindred). The new Distortion is still useful but much fairer and healthier for both, SWF and SoloQ (still more value in SWF but no longer that insane since there is a fair requirement).
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@UndeddJester said:
Starting with 1 stack instead of 2 makes it pointless. It should start with 2 stacks.
OK, so I'm among the group of the opinion that Distortion requiring chases to get stacks back is a good thing... Even the time isn't bad to my mind, cause 30s is not asking too much of anyone... the direction of this is good.
However, my main thought behind supporting the Distortion change is hiding all game isn't the real point/power of Distortion, it's having a safe way to be made aware of the killer aura perks in play...
When the change to bring back tokens was announced I thought Distortion started with 2 stacks... that would be fine, that gives you 2 stacks to protect against Lethal Pursuer and figure out another aura perk... you then play the match knowing what's in play, with your good chases giving you back potential clutch aura blocks in future to capitalise on that knowledge.
However with 1 stack, you don't get that knowledge anymore. You get Lethal Pursuer, but that's it, no more value until your next chase....
As much as I wanted this perk changed to fall out of use with rats, this nerf I feel is a step too far... 2 stacks is nowhere near enough to facilitate the rat playstyle to the problematic degree, and I believe that would be a healthy change to give the perk a good niche to occupy without being braindead.
I hope BHVR still prepared to make changes, cause this is a simple one that keeps Distortion useful as a perk.
Peanits already confirmed that they will reduce the chase time from 30 to 15 sec in the next patch.
Starting with 1 token is fine. Knowing that the killer has Lethal Pursuer is already huge because you confirm one perk and this one will be already gone for the rest of the match. Then getting found by any other aura perk and having a chase where you can gain two tokens for the next time, is more than fair. If the killer has LP, they will chase and hook a different survivor. If the killer then has BBQ or NWTH and you (the Distortion user not you in particular) get found, that is fine because at this moment you spread the hooks between your group. If the killer has no LP, you are safe against the other potential aura perk and you are prepared for it the next time (the next time = when two other survivors are already hooked). Lastly, the average killer only has one aura perk or a maximum of two but more killers rather run full slowdown.
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@Peanits said:
First off, thank you to everyone who took the time to leave feedback!
30 seconds in chase per token is a little steep, so we'll be adjusting Distortion's recharge time to 15 seconds per token in an upcoming patch. This should make it a little easier to get your tokens back after you've been found.
That's a fair tweak, but please keep the chase part.
@Skillfulstone said:
While nice to hear that it'll be shorter, it still doesn't change the fact that not only are there less tokens but also that the majority of the playerbase will end up on a hook after nearly every chases anyway(losing chase for a second because of stun, LOS or distance doesn't count) unless someone else takes chase or the Killer decides that another target is easier (likely by going back to a possible hooked/recently unhooked Survivor or hearing an injured Survivor mid-chase) which basically means that outside of good players that can actually make the Killer drop chase reliably the perk will have (a maximum) of 6 uses throughout the whole trial.
Reducing the ability to hide and avoid chase is merely making the experience worse for newcomers/casual players, especially when/if they don't have friends to play with. If the goal is to prevent players from hiding the entire match then just tying token recharge to gen repair (and increasing the requirement to like 40-45 sec spent on a gen per token, so a full gen would replenish 2 tokens if uninterrupted) would be perfect since it would encourage people to contribute to keep their aura block and useless Survivors would eventually lose their protection, to get it back they would need to put themselves in the Killer's path by doing gens.
Most people can't loop and definitely can't escape chase reliably but anyone can repair gens. Not everybody wants to engage in frequent chases because they know they'll go down quickly (and probably get shunned in the post-game chat out of spite) and that a sneaky gen-doer is way more useful than a dead teammate. With Distortion requiring chases (which means getting hooked rather quickly in most cases) it just kills the perk for players that use it normally but doesn't really change the core issue of useless players hiding all match, they'll just spend more time in lockers than before and be just as useless if not even more.
Keeping the chase part is more than fair. The issue when switching to genrepair is that aura perks that encourage the killer to chase different survivors gets blocked and the killer is more likely to tunnel or to camp or will go back to full slowdown and these builds encourage a more tunnel/camp strategy. In addition, the average player can have a 30sec chase to gain two tokens back. 6 times is a lot in dbd, especially when the average killer only has one or two aura perks. The killer finds you, 30sec chase, two tokens back and either hooked or able to escape and then save for the next two times due to distortion. Switching to genrepair would also not solve the so called "rat issue" /the disliked teammates. In addition, when Distortion triggers, you will know why it triggers and the next time you are prepared for it to either avoid it or to keep that in mind.
The game provides many other perks (Lightfooted, Quick and Quiet, Dance With Me, Lucky Break, Lucky Star, Iron Will to name a few) to hide, avoid chases, and to lose chase with the killer/to confuse them. It is also not the case that every killer has a full aura perkbuild. The average killer has either one or maximum two aura perks (info/slowdown/slowdown/ either info, chase, or slowdown).
If players avoid the chases, then - of cause - they can't loop. At some point, every survivor should go for a chase. It is nice to repair a gen, but it is much better when the one who repairs the gen is not the one with zero hooks while the other survivors are already hooked/dead on hook. So even when the players give the killer a quick down, this is still better than a 3v1 situation. Switching to genrepair will encourage these players to avoid the chase and sacrifice their teammates by doing this.
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I agree with @ChaosWam the issue is Nurse and not the Perk itself. On every other killer, it is an okay perk. In addition, this perk is more of a beginner perk. Average and experience players don't need this perk because they have a good sense of where the survivor could be or where different survivors should be. Beyond that, the perk has a 40sec cooldown and other infoperks such as Discordance, BBQ, or FTTE are more reliable and better option - or replace this slot with a slowdown or chaseperk that.
let's say you manage to juke the killer very smartly in chase, and whereas you would normally get rewarded by the killer losing you, the killer will be rewarded by performing badly. you get punished as survivor for being smart and skillful.
This is not very common and the average killer won't use Predator just in case this could happen. Like I said before, other perks are more reliable and killers were able to find the survivors either again or a different one. Of cause, killer can lose chase because the survivor was very smart but this is not very common.
- this ties into the previous point. Many powerful perks (and combos) are going to be hard-countered by Predator: Head-on, Smash-hit or Decisive Strike with Parental Guidance; Lucky Break with Overcome; Lithe with Dance With Me - all of these are going to be annulated with Predator, so many fun builds are getting ruined
- - These combinations are rather uncommon like Predator will be.
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I could be wrong but this window will always spawn next to the generator, however, as an exchange, there is one less window on the first floor. So is this change not an acutall nerf?
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Gameplay and usefulness is more important than the name of the perk or it's description. I am happy that the developers buffed Quick Gamit and make it a useable perk that also helps SoloQ.
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DbD would be much better and healthier without map offerings or if map offerings would reduce the chance to go to the realm instead of increasing it. Many players use map offerings to get an unfair advantage and to make the match miserable for the other side.
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@supersonic853 said:
https://us.v-cdn.net/6030815/uploads/0RKTGTAV6LX8/screenshot-2816-29.png
https://us.v-cdn.net/6030815/uploads/SD2M02LYZ0KE/screenshot-2818-29.png
Please say its so. Little crow action there to. Honestly the few times this bug has happened i loved it lol. the shift of the lighting is so crazy.
https://us.v-cdn.net/6030815/uploads/ORZ1E8A1TC81/screenshot-2819-29.png
its pretty sick. has anyone else come across this bug? i never knew it was a thing before so.
It is a bug since the Castlevania chapter. When you teleport from the basement to a different spot, it will trigger. This means only killers like Singularity, Sadako, Unknown, or Dracula are able to trigger the bug.
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When the developers gave the finisher mori another try with this PTB, I guess at one point they will sell moris in the shop. The developers also said that they needed to change the HUD in the charactersection because this enables more stuff. Lastly, DbDMobile sells moris/has more unique and different moris for killers than the main game.
I wouldn't mind if they would sell moris in the shop and I am pretty sure many players would buy them because they look fancy.
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@HerInfernalMajesty said:
What perks do you think are under/overwhelming? How would you change them?
On the killerside:
- Thrilling Tremors is a cool perk but the cooldown is too long and needs to be reduce to 20sec and then it would become a healthy metapick
- Eruption is a cool perk too but needs a buff by increasing the regression (from 10 to 15%), not taking two regression events on the same generator, and by removing the cooldown.
- Dissolution could also get a buff by activating after 2seconds and within 24meters around the killer instead of within their terrorradius, so stealth killers can use it too and to avoid antisynergy with stealth perks.
- Forced Hesistation needs a rework because this perk is unhealthy since it enables easy camping and tunnling.
On the survivorside:
- Bite The Bullet should block the aura from being read while healing. This would make the perk much more usable.
- Plot Twist is fine but should be shown on the HUD so SoloQ teammates know that you used Plot Twist. Can also get the effect of "blocks the aura from being read".
- Iron Will needs a nerf because it does so much for so little and rewards you for getting injured without any big drawback.
- Left Behind, Low Profile, Sole Survivor, and every other rather selfish perk should get a rework and turn into a teamsupport perk:
- Sole Survivor could increase your healing and unhooking speed instead of hiding your aura and showing you the position of the hatch.
- Low Profile: If you're not in chase, you can press the ability button to tell your teammates that you go for the unhook. Then a timer of 60sec starts. During this time, you leave no scratch marks, grunts of pain, and Pools Of Blood and your unhooking and healing speed is increased by 50%. If you don't make it in time to unhook your teammate, your position will be revealed to the killer and you get the broken status effect for the next 60sec. If another teammate unhooks the survivor during this time, nothing will happen.
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Since they removing the yellow mori-offerings and give us 1Mio BP as an exchange, they can also remove map offerings and give us BP for them. Otherwise, they should rework map offerings to decrease the change to go to the dropped realm. Map offerings are just unhealthy and toxic for the game. They add nothing positive to it.
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In my opinion, they should give him back his 180flicks (this was a funny but also skillful part of him) and the Window-Scamper (the window-scamper wasn't the issue with him - the issue was the pallet-scamer). They should also increase the cooldown to 12 or 15seconds. Then, they need to rework the Rat Poison Addon because this one is so stupid on him.
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The only nerf he really needs is a rework of Lapiz Lazuli Addon because this Addon is way too strong and alongside Medusa's Hair it is way too powerful because it removes every counterplay on the survivorside by blocking a useful window to mindgame the batform. Otherwise, Dracula is in a good spot. Every of his three abilities has counterplay and can be mindgamed. I play Dracula a lot since his release and already met good survivors that are able to counter Dracula's abilities and to use their resources right.
You see the Bat form when it teleports, so you can react to it like Dredge when it tries to cut you off. You can mindgame the Batform like Spirit by doing a u-turn, start to walk, or crouch - unlike Spirit you see the Batform which means the mindgame is more in your favour or it is at least 50/50. He also slows down when shapeshift from bat form to vampire/wolf form. Mindgame the hellfire slows Dracula down a lot. Wolf Form is also fair to counter. An overall big factor to keep in mind is that you can react to Dracula. Against fast killers like Blight or Billy it is difficult to react due to their high speed. Huntress and Pyramidhead can do a flick to give you no reaction time. Dracula has nothing of this. Once you start your Wolf form Pounce, the survivor knows when the second one comes and can react. Same for Hellfire - there is no flick or something similar - and he gets a big slowdown, and unlike Huntress he cannot hold it forever to zone you out. Bat form cannot attack you like Spirit or Blight and has the other issues. It is true that he is good at catching up but this doesn't mean he is good at other stuff. Other killers struggle by catching up and Dracula struggles at other points.
About the video: really good plays and he is a good player but tbf RPD is one of Dracula's best map in this game because it has good windows (especially the two in the mainroom) and many bottlenecks where survivors cannot dodge the Hellfire or Pounce and many tiles/loops are great for Dracula's Hellfire. On more normal maps, it would be a different story.
Lastly, survivors need time to adapt. Of cause, if you face Dracula three times you might still struggle against him but this issue have survivors always when a new killer drops. Survivors need more time to adapt to the killer because they have less playtime against the killer than the killerplayer has playtime with the killer.
Overall, Dracula is a strong killer but not too powerful because he has drawbacks, counterplay, and leaves room for mindgames.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/428710/make-noed-basekit-in-2vs8-mod
I think if I were you, I'd wait to play the mode before making such assumptions - you are speaking as if it's fact when it really isn't
The first mode, kill rates might also surprise you.
It's okay if this mode isn't for you - I am sure you're not alone in that, but there's many people that are looking forward to it and will likely enjoy it very much. It's a fun, chaotic mode and I think it should be approached that way.
Is it possible that you could publish these statistics (killrate, escape rate, class pickrate, chests opened, totem cleansed ect.)? Would be really cool to see them.
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I don't have a biggest "L". In fact, every announcement was good to hear. This might be their best livestream.
- I am very surprised about the changes to 2v8 and that the developers listened to us and try to fix slugging and to make the matches more intresting by giving us comeback option. This is really cool because some 2v8 matches were like "okay this is lost, go next"/"We won, ez". But with the little changes it can become really cool. It is also cool that the developers try to fix the long qtime by making the survivor role more intresting with new abilities and enable flashlight saves. It is also great to get 2v8 back next month and not next year. I'm exited for Spirit, Blight, and Deathslinger as new killers and for killerroles.
- The Haunted by Daylight event sounds much better than last year because last year was really survivor sided and it felt bad to play killer (no power in void made so many killers easy to counter while survivors were able to take three hits thanks to endurance) but now it might be overall balanced for both sides with nice items for both sides.
- All cosmetics look great and amazing. The Artist rift-cosmetic was my highlight because I love her and this outfit looks amazing. The banners, charms, and badges also look great. The cosmetic team is always doing a great job.
- The community corner was also cool and it was funny that they said the winners must check their emails (so we don't get a Haddie situation again).
- Peanits and Dork were great as always as well as every one else.
Overall, a really great stream to watch - the DbD team made a great stream for us.
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@Thusly_Boned said:
I've had four matches tonight where the killer slugged and bled out my entire team (no hooking attempts at all) and "humped" at least some of us while we were down.
That's is more times than I had been part of such matches in my previous 4500+ hours combined.
Two were high prestige Skull Merchants, so maybe they are just angsty about her impending death.
I rather think these killers had a really bad match before and thought "okay the next survivor crew will suffer for this". Unfortunately, some players have this logic that the next players have to suffer due to the bad experience they had before the match. This also happens with survivors. Either they bring the most disgusting stuff and let you suffer or - more in case of survivors - they dc when something happens that they don't like. Besides the pointless humbling over a survivor - which is really cringe like tbag at the exitgates -, currently some content creators and other players do a "slug vs hook" experiment. They gather statistics to see which better/more efficient for killers.
I really hope that you next matches will become better and you can enjoy dbd without this!
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@Roaroftime said:
It's literally spreading like a plague I've seen this build 3 times today and it's genuinely way too oppressive on some killers in solo q such as skull merchant and just not fun at all?? They will just not hook anyone the entire time and let people bleed out even if al 4 have ages of time to bleed out left. Please stop with this boring build. It used to be rare but now I'm seeing it everyday and it's legit spoiling the game…
There are three possibilities why you saw three players with a slugging build (slugging build is the only viable niche for Knock Out):
- Accident. You was just very unlucky
- Currently, some content creators and other players do a hooks vs slugging test to see which one is more effective on killers.
- Killers in general see slugging as a better option to pressure survivors than hooking survivors due to all the options and features the survivors have (there are more hookperks than slugging perks and the new 70sec hook timer made hooks less good because 10sec make a huge difference and other players dislike the Antifacecamp-mechanic and the removed hookgrab)
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@CrypticGirl said:
I might just wait until they fix the T1 perk glitch before I play it again…
They fixed a few hours ago. Every Perk should now be T3
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It is very fun to play. Try to make use of your random perks or when otherwise weak perks give you good value is really fun. Today, I had shattered hope and in this match a David had a Shadow Step boon and I lost him but after destrying the totem, I've found him. That was funny that this otherwise useless perk gave me a good value in this random moment. Yesterday, I had Alien Instinct while one of the survivors had No Mither which was really nasty but also a funny accident. It is also funny on the survivor side: Today I was carring a Sable and I've walked through a pallet and she had Power Struggle which was so funny even on my side because what are the chances of that happening? On the other hand, it is also a good challenge when you have rather weak perks but still perform good due to your skills and experiences. It feels much fairer when both sides have random perks instead of you having random perks while the otherside has the four strongest perks in the game.
Overall, I really love this mode because it is funny, challenging, and brings a breath of fresh air into the game by not seeing every match the same boring perks. However, I can understand when other players don't like this modifier. I had the same with Lights Out: I didn't enjoy it while other players had a lot of fun with it.
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Yes, I think it would make the matches less toxic and more enjoyable. Players who drop a one sided map/a map that is good for the killer, usually also use the strongest perks, items, and addons as well as playing in the most bm way. It also feels unfair when you have such an easy way to turn the match in your favour even though the match hasn't started.
Also, it conditions players because I have been noticing that matches where map offerings come into play people tend more to disconnect and rage quit during the game.
I noticed this too and this has different reasons:
- the one with the map offering dcs because this one doesn't play that easy like they thought. I also feel like that if you need a strong map to perform good, you have a huge skill issue.
- One survivor drops a stupid map for survivor (e.g. Mitwich, RPD, or Lerys) and one of the survivors give up/dc because it just feels not that nice to play on these maps but it even feels wrose when you got send to these maps.
- One of the survivors know how it will end when a killer drops a map offering that is good for this killer.
Should map offerings be touched at all in some way? Rework them, deactivate/turn them off… Anything?
The developers should rework the map offerings and they should decrease the changes to go to this realm instead of increasing it to nearly 100%. This would make the game more fun and enjoyable for everyone.
@Emeal said:
The only legit use of Map Offerings is to try and get the Map Related achievements, beyond that its a waste of my inventory space.
I cant recall the last Map Offering I used.
I think the developers don't really care about these achievements - they are there to have a reason to grind for them but the game gives you enough to grind for it. They gave us this stupid Vecna and Twins achivement that is so difficult to get because it is just pure luck to face these neverused killers. They can also make these achievements easier to get (e.g. just finish the RPD gen one time and escape instead of 20 times) or they can remove them because we have so many achievements in this game (iirc, Switch players don't even have achievements and they play the game).
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@adsads123123123123 said:
Playing him is like playing the very bad version of several killers. Hellfire is most comparable to Nemesis Whip. The problem is that Hellfire has a 0.9 sec charge time while Nemesis is 0.35 sec, which is almost 3 times longer. 3 times longer is absurdly long and makes it hard to use in most loops. The Flame projectile speed is also much slower and you can't "drag the whip" like Nemesis. Wolf form is basically Wesker's Dash but with a 20 sec cd and the inability to re-adjust the 2nd dash/pounce. Bat Form is most comparable to Wraith's power but you can't see survivors while they can see you, which is a massive downside. Currently, it feels like Dark Lord relies heavily on the Medusa's Hair + Lapis Lazuli gimmick. Without these 2 addons, the killer is very bad.
While not perfect, Dracula is defently not a weak killer.
Playing him is like playing the very bad version of several killers. Hellfire is most comparable to Nemesis Whip. The problem is that Hellfire has a 0.9 sec charge time while Nemesis is 0.35 sec, which is almost 3 times longer. 3 times longer is absurdly long and makes it hard to use in most loops. The Flame projectile speed is also much slower and you can't "drag the whip" like Nemesis.
He has three different abilities which is why they are a bit weaker than killers with one ability. If all of his abilities were perfectly strong, he would be too oppressive.
Yes but then Dracula does not have to hit survivors three times to down them or to hit survivors to make his power usable/stronger. This is the main reason why Nemsis has a shorter charge time than Dracula. 0.9sec charge time is afair compared to the fact how strong it can be on many loops, the cooldown is very short, and it also has an lingering effect (if you run too fast back into his hellfire, you get hit). In my opinion, the ability is overall good and strong. If Hellfire had a 0.35sec charge time, it would be way too oppresive because it leaves little room on the survivors to react and that wouldn't feel fair. Only the slowdown to 2 m/s after releasing or canceling could be buffed to 2.5 m/s or something to feel smoother.
Wolf form is basically Wesker's Dash but with a 20 sec cd and the inability to re-adjust the 2nd dash/pounce.
I still feel like the Wolf form is underwhelming and wish the player had more control when to release the second pounce but otherwise the Wolf is good. Having 3rd Person View and beeing short is very strong. The pounce cooldown is fair because if you keep the Wolf form, you can collect Orbs which reduce the cooldown and also get some haste to make some loops unsafer.
Bat Form is most comparable to Wraith's power but you can't see survivors while they can see you, which is a massive downside.
The form is good for mobility and to catch up on the survivors. This form also gives him a better match up on maps with multiple floors like Midwich or the game.
Without these 2 addons, the killer is very bad.
In my opinion, these are his strongest Addons (should be the iri ones) but he has many other good Addons - he only has a handful of really useless Addons. He is also not a killer that relies on Addons (e.g. like pre buffed Dredge, or still Knight).
@SoGo said:
Funny how there are people saying Dracula is weak and then there are folks who think he is stronger than Spirit.
It's intresting. Sometimes I like to watch random tierlist videos or tierlist topics to see some crazy rankings.
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looks like we found the artist of this beautiful Haddie outfit
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I love Chaos Shuffle <3 I'm so excited yo play it again.
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So do you mean two perks that encourage the killer to neither camp nor tunnel and go away from the hook to find a different survivor should be gutted? Great idea! Some players love this eye for an eye and tooth for a tooth logic but you are really not doing anyone any favors with this.
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@MechWarrior3 said:
Badham means terrible experience for killers…Especially M1 Killers… This map is still awful because??? Can we please rework it. 4 out of 5 variations are terrible.
The developers said in their recent AMA that they want to change Badham but mainly the mainbuilding.
I agree with you that Badham is a horrible map and it makes no fun to play on it as a killer because it just chasing the survivor from one strong spot to another with breaking strong filler pallets between or walk five busness day from one generator to another if you play a non mobility killer. In my opinion they should remove Badham 2, 3, 4, and 5 and keep Badham 1 because this one is the most average one and not many players, especially the average ones, can separate all these badhams from each other (If I show you a picture or layout of one of the Badhams, I am pretty sure 90% cannot tell me which Badham this is. This is only confusing and make the game in an unfair way difficult to learn for new players). Then nerf the mainbuilding (give the basement an always spawning hook, make the mainbuilding a bit smaller), replace the house of pain with the Haddonfield one, nerf the double storey house by removing one window and let the killer break only one breakable wall (the other one is open), make the fences shorter, remove the filler pallets around the shack, and make it so that the pallet spread is more fairer.
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@TheSingleQuentinMain said:
I mean no disrespect, these are just my ramblings on the upcoming patch. I'm speaking as a killer main who plays a good amount of survivor, probably fifty-fifty in terms of time spent.
Perk Reworks
Nice job adding uses to under used perks like Zanshin Tactics and Teamwork power of two. There's also perks like Genetic Limits which frankly sucked before the update, and that was perfectly fine. As a killer main, I complain and moan about exhaustion perks every time I see them (only to 100% use them myself as survivor), but using perks to counter perks is a sucky concept and makes it feel like perks are the middle man for fun in this game, rather than any fun. The rework to it would make it so exhaustion is applied when a survivor loses a health state. This is kind of a "Screw you" to Overcome, to a lesser extent Dead Hard, and Iron Will. Meanwhile, the probably strongest exhaustion perk, Sprint Burst is still good cause it will always give you map mobility at least, and it probably be unaffected by this. I kind of was okay with this perk never being used because the concept is bad, but now it means even more reason to use sprint burst instead of the others. Other people seem to like the change though, so you probably made the right call Behavior and I'm just rambling out my butt.
Than there's distortion. You have finally fixed the Passive playstyle aspect of this perk, making it so a perk that helps you hide doesn't let you stay out of chase all game whilst your teammates all die. However, to me this has the same problem as Genetic Limits, a perk that's sole purpose is to counter other perks. It might be one thing if the perk just stopped the killers uses of an aura reading, but it also punishes the killer by taking away scratch marks. Why did you give me aura reading perks if you were just going to punish me for using them? Again, people seem happy with this change, so I'm probably still just rambling out my butt.
PLEASE HEED THIS WARNING
Machine Learning is one of my favorite perks as killer, but god must it suck to fight. It is 10% haste for 60 seconds. That's not something that should be easy to unlock, but I rarely found uses pre buff because I couldn't find people in 30 seconds, or if I did, I finished chase, hooked them and left. Now, I can get serious use from this perk, but also, 10% haste on any killer is pretty insane, and now they're going to buff it to be easier use. This is an almost entirely unrelated tangent, but Perks should not be strong than killers. This perk is a lot of effort for something people use in YouTube build videos, and that's fine. It also kind of has some loose counter play where if you know the killer is Running Machine Learning, you can finish a generator you think is unfinished. However, this perk should never be good. It is meant for goofy builds, and feeling like your smart as killer because you made survivors finish your specific generator, and get rewarded with it's effects. I'm saying I don't want the buff, pls.
Killer Reworks:
Skull Merchant-
I hate SM, but also this just gutting her. When they reworked the Knight, they made it so he couldn't instantly plop guards down in a loop to remove all your options, but in exchange they buffed his ability to send guard's out into the distance for mind games. In other words, to me personally, they made him more fun to play as and against. With the Skull Merchant rework, they've nerfed her, but they haven't given her anything to work with now, other than limiting the visibility of Drone scan lines, which sounds incredibly frustrating to fight if I'm being honest. Again, I hate her, but just making it so she sucks to play isn't really a solution to her.
Hill Billy-
Fine. Hill Billy was to good or whatever. I know he synergizes with a bunch of meta perks, but truth be told I think that's a problem with the Perks and not the killer. Killers should be stronger than perks because they are the thing that is built with counterplay, whilst perks are just meant to strengthen the respective sides. To be Honest, I kind of wish they would go back through all the killers and for a lack of better word, raise their skill ceiling with buffs, as long as they could be countered. If overdrive is to strong to be countered, fine, rework it. But Billy being an S-tier is kind of like, "Oh no! One of the most fun killers to fight is super good! This might mean we see less Nurse, Blight, and Spirit."
Machine Learning will be alright. You still have to play around it in the right direction which means you have to give up a generator but the right one (not only with ML active but also one that you can give up). Sometimes you are in situations where you have to make the quick decision if you want a down or stop the chase to kick a nearly done Generator for the ML value. Also awkward situations where you want to kick a gen for the regress but not want to aplly ML. There can also be the issue that survivors forget about the ML Generator and you hope for nothing that will pop.
Survivors also have good counterplay against it as applying ML on a Generator has an animation that survivor can see and play around (keeping it 99% and finish a different one or force you to put the ML on a different gen). During the ML boost, you can not apply it on a different one which means in this moments Survivors can pop generators to reduce your value of the perk.
Overall, the perk forces the killer to think and make quick decisions. It also leaves counterplay on the survivorside. The Perk will be good after the buff but not unhealthy due to the issues and risk. In fact, these make the perk balance and fair. I also think even with the one kick buff you will get on average two times value from it and that's it.
@ChaosWam said:
I've talked about SM enough the other day, so I will reply to Machine Learning instead.
I believe you're 100% right. I despite easy to obtain haste in all forms. MFT deserved it's nerf too, nobody can tell me otherwise. Machine Learning already has a full minute of Undetectable as is, and I think the haste is going to be the bigger issue.
Now, you could have it disable every time a survivor takes a health state, but personally I'd just remove the haste. I do like they're making it easier to use, because having more strong perks in different areas other than regression is always welcome, but the way this game functions with loops? Haste needs to be a reward for more riskier plays, like current MFT or Blood Pact. It also makes me worry that Teamwork: Power of Two will become a problem since it doesn't deactivate on injury with a pretty generous range on it, but I hope I'm wrong about that.I see power of two more of an issue because it is easy to get, hard to call out on the killerside but very powerful. Of cause, people can argue that's two survivors not on a gen but that doesn't matter because the killer needs downs and hooks for the pressure. If two survivors with 5% haste keep you busy that can be problematic. Even when you get the down, this down can be under a pallet and you know there is another survivor nearby that will deny you pick up. You can also drop a The Game offering as this perk works when one of you is on a different elevation. It is also that type of perk that is very powerful against weaker killers but mediocre against the stronger ones.
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@LadyOwO said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3800698#Comment_3800698
Survivors can already see the boxes aura across the map so that's a dumb idea lol.
Reading carefully or at least asking what I mean would be helpful. I know that survivors can see the aura of the box. I mean when a survivor is within 10meters of the Box, the other survivors see the aura of this survivor that is within that range. This would at least tell the other survivors a bit sooner that someone is already going for the Box. The biggest issue in SoloQ is this box and the fear that no one will solve the box in time. Therefore, there need to be a feature that gives the survivors the security someone goes for the box. A quick message option would be the best but I highly doubt it.
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@itsHammyyy said:
considering that skull merchant was nerfed for her 70% killrate, i mean. plague/ceno are next on the roadmap for changes and are also in the top 10 killers for kill rates, so i’m guessing the devs are going to follow in the “high kill rate = nerf” philosophy?
She got nerfed because survivors gave up against her which resulted in a high killrate. The developers want to make her weak so nobody plays her and nobody has to face her until her rework (the date is still unknown). Players don't give up against these two as often as Skull Merchant. It is similar to other killers.
I wish the developers would nerf these two killer and then buff them in the right direction:
- Pinhead: Nerf his box in that way that he has no longer an unfair advantage against SoloQ (e.g. let survivors see the aura of other survivors when they in range of 10meters around the box and let us see the aura of the survivor who holds the box. A quick message like "I go for the box" would be the best). His Box spawn logic should also become more random, so it is impossible for the Pinhead player to get an idea of where the Box could spawn. Nerf his Original Pain Addon so it no longer enables easy tunnling. Buff his chains by giving him a better slowdown on the survivors and that he can no longer break his own chains with his body. They could also become easier to use for console players. The chain cooldown could also be reduced. Some Addons should also get a rework but since it is only a tweak, I highly doubt they will do Addon reworks.
- Plague: Rework her Iridecent Seal Addon, make her Fountain spawns better (or at least make it so that the default one always spawns in the middle of the map), and give her two Fountains default (make yellow Apple Addon basekit and then rework this one). Also reduce her whisper VFX because this is really annyoing. Otherwise, Plague is mostly fine. She is one of the most balanced killers in the game. A unique chase music would also be great to hear. Fixing panthom hits would also be nice but this is difficult because it is ping/server depending.
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In theory yes but in praxis not because Stridor does not work like intended because Stridor is still bugged since it change.
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@ChaosWam said:
Hear me out. Distortion has been to go-to for a lot of stealth plays, to the point it's getting nerfed for being too potent. I propose more perks should have the addition of hiding auras, in meaningful ways. For example:
- Perks that hide scratch marks also hide your aura for the duration. Examples being Dance With Me, Parental Guidance, Deception and Babysitter for examples.
- Perks that would be better with them in meaningful ways, like Bite The Bullet.
- Perhaps even new perks that enable hiding your aura when doing specific actions if that's more balanced, within reason of course.
Any other thoughts on this?
I've said this in other posts but I want this: Nerfing Distortion this way is good but now the developers have to buff other perks with an aura blocking effect: Bite The Bullet is an awfully bad perk but when it blocks aura reading during the heal, it can become a really good perk (protects you in your (teammates) weakest moment. Poised could get aura blocking for 30sec whenever a generator is completed. Friendly Competition could also get the aura blocking on top of it. With these changes, bad perks would become better which means we would see more variety on the survivorside instead of the same perks. I have a similar opinion about WoO. It is better to nerf these clutch-Perks rather hard and then give other perks a bit of their effect to make these perks better.
However, we have to be careful to not slap the aura blocking part on too many perks because otherwise we would be in the same situation where aura perks become useless and every killer runs full slowdown while also preventing the survivor situation where a Distortion user hides all the time which results in killer is more likely to tunnel. Aura perks are healthy for the game because many of them tells the killer to neither camp or tunnel and to not run full slowdown so sitting on a gen takes forever (If I want to complete a generator, I bug a generator simulator on steam).
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In my opinion the developers should nerf WoO but not because it is so strong or unhealthy but rather to then give other Perks the aura effect: Deadline could show you pallet and vault locaitions whenever you're injured. Better Then New shows healed teammates the location of vaults and pallets as long as they are healthy. Counterforce shows you the aura of vault and pallet locations when you cleanse a totem and goes away when you get hooked. Smash Hit shows you the aura of pallets and decatives once you stun the killer ect. With this, we would see more Perk variety on the survivor side and could buff perks that are otherwise bad.
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@Lun33dge said:
i completed all challenges from light out since the first day this mode released and i receive no fragments. except i got just bps and icons.
today i just log in to game and i got no rewards from it. can i still get it eventho i completed all the challenges before.
i really want those fragments to reach to level 200. thank youHey,
The developers said that players who completed the tome challenges before they added the rift fragment to the challenges, "will receive Rift Fragments as a compensation at a later date".
Source:
https://x.com/DeadbyDaylight/status/1834611812857163940?t=RsDJT2aAV2KjyZOjht9WgQ&s=19
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@Coordi said:
Just wanted to clarify for you that this was from an older version of the perk and slipped through into the Dev Update. Aura reading is unaffected.
Good to hear! Was that the only old/wrong information or are there others on perks or killers?
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But then if you chase a survivor as the Knight, you're a weak M1 killer that is easy to mindgame due to his high size. His guards are rather bad at chase and easy to distracted to avoid a hit. Survivors can also grab the flag to end a hunt sooner. Having two survivors in chase sounds good in theory but you need downs and hooks for pressure.
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This update is rather good when we look back to some older updates and every update has something that goes nerfed and some players hate this nerf.
The Skull Merchant nerfs are really bad and too much. She is actually a rather weak killer but due to all the give ups and dc she has such a high killrate. Players hate her for beeing Skull Merchant and not something else. The others have an outrage due to the Distortion nerf even though it was kinda obvious that this perk will get a rather hard nerf because it is unhealthy for both sides. Thus, these players always make an outrage when it comes to aura perks that are rather healthy for the game.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3797765#Comment_3797765
But a "NERF" implies she is too strong, if she was "annoying" that would imply needing to rework something, not just nerf her outright into uselessness.
Like I said, I guess the developers nerf her because this is an easy and quick fix to make her less annyoing until her rework goes live. She is not too strong, her high killrate results due to all the gives up against her (like you already said in your startpost) because survivors hate Skull Merchant because she is Skull Merchant. That's it. There are other options to make her less annyoing but these would include bigger changes which means more work. This is just my guess, I could be wrong.
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I guess the developers give Skull Merchant a hard nerf not because she has a high killrate but because players don't like to face her and either give up or dc against her. They already confirmed that they want to give her a third rework in the near future but I guess until this they want to make her rather weak so less players will play her which means less players will face her and give up→ necessary evil, I guess.
However, I am not happy about these changes. The only reason why survivors give up against her is because she is Skull Merchant. They don't try to play, they just give up for no reason. If players would actual play against her, she would have a rather low killrate because she is not that strong.
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Predator will be rather a beginner perk and not good for the average of experience players because they can keep track of the survivor without the perk. It is a wasted Perkslot for killers. Predator also has a cooldown, which is fine.
Also not every killer is or will running full aurabuilds. Many of them might run one or at least two aura perks to find survivors like BBQ, Friends til the end, NWTH, or THWACK! and this is good because these perks tell the killer to go away from the hook and go for a different survivor (no camping or tunnling). This is good. These perks also have conditions/requierements to get active and survivors can call them based on the behaviour of the killer.
Survivors also have Shadow Step to prevent aura reading while OtR is still really good to prevent tunnling - thus only the full slowdown killers like to tunnel. Killers with full aurabuilds want to chase different survivors and do cool things. Only aura reading means also no slowdown which means better genpressure.
You can also still mislead the killer with the named perks but also with others because aura reading perks have a requierement and are not infinite.
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@Emeal said:
Please bHVR your Offerings game HAS to be better than 'more bloodpoints'
I cant be the only person who think the game has become disappointing in this department.Please say you are preparing some revolutionary changes in Offerings within this year. Do you need ideas??
- Offerings that add/ remove pallets.
- Offerings that break doors.
- Offerings that makes you able to break 5 doors by walking into them.
- Offerings that randomizes 1 perk of all players.
You gotta be able to do more bHVR. For the Future of the Game.
No, we already know how disgusting map offering can be and I am not intrested in Offerings that also add more pallets: Drop the Game or Eyrie offering with extra pallets on the survivorside and it will be the most boring match of all time. Of cause, Nurse would not care about it but every other killer, especially the weaker ones, would suffer from this.
The developers can't do nothing wrong with turning offering in BP Offerings. However, they could introduce offerings that give you extra XP or 20 Iri Shards or something like this. But offerings should never influence the match in such a way that you have an advantage right from the start and your opponent has a disadvantage. This is never fair.
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True. This rework is great and I am really excited to use it